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Message no. 1
From: Alex van der Kleut <sommers@*****.UMICH.EDU>
Subject: SHADOWLORE Melee Combat 3.0
Date: Wed, 14 Dec 1994 11:51:07 -0500
SHADOWLORE
Melee Combat 3.0
K-01
--------

Armed and Unarmed Combat

Note: These rules eliminate the Subduing Combat Concentration
of Unarmed Combat, but the Cyber-Implant Weapons Concentration still
exists and should be used normally.

Definitions:
Unarmed Combat - The ability to fight without using weapons. Unarmed
Combat Skill includes techniques gained from informal and formal sources
that are combined to produces the best possible effects.

Martial Arts Style - Formal or informal training in a particular method of
unarmed combat that stresses certain types of attacks and defenses. A
student of a particular Martial Arts style is more skilled in the maneuvers
stressed in that skill by neglecting other maneuvers.

Full Attack - The attacker puts all of his efforts into doing the maximum
amount of damage possible. The attacker uses his skill, plus any amount of
Combat Pool he desires. It also adds two to the power of the attack. The
attacker may make either one complex or two simple maneuvers per action,
but is off balance afterwards and may only parry until his next action.
Ex. Van-Damme does a full jump in the air spin kick and takes
the guys head off. When bad guy attacks back, he can only parry.

Attack - This option uses the attacker's skill plus Combat Pool up to his
skill level.
Ex. Van-Damme does a pair of quick chest strikes, and is still
ready to counter-attack anyone else who messes with him

Counter-Attack - The option that allows damage to be done when someone
else is attacking. The defender may use his skill plus Combat Pool up to
his skill.
Ex. Van-Damme picks punk out of flying kick and throws him to
the ground.

Parry - The full defense option, which does no damage to the attacker. The
defender uses his skill plus any amount of Combat Pool he wishes. He also
receives a -1 modifier to his target number.
Ex. Daniel-San does his Wax-On Wax-Off thing; no damage but
easier to block with.

These are the Maneuvers for Unarmed Combat and their game rules:


OFFENSIVE MANEUVERS

Strike:
Strike is any attack that uses a part of the upper body to do damage to the
target. It includes punches, elbow smashes, chops, and even headbutts. A
Strike does (Strength)M Stun Damage. A Strike has a reach of zero, takes
a simple action and can be used with any combat option.

Kick:
Kick is any attack that uses a part of the lower body to do damage to the
target. It includes all foot and leg strikes. A Kick does (Strength)M Stun
Damage. It gives a Reach of 1, takes a complex action and may be used
with any combat option.

Throw:
A throw is any attack that tries to force the target to the ground in a
manner that causes damage. If the target counterattacks but the attacker
still receives positive net successes in the Opposed Unarmed Combat Skill
test, the target is knocked Prone and takes (Strength)L Stun damage. A
Throw provides zero reach, requires a complex action to accomplish and
can only be used during an Attack or Counter-Attack.

Sweep:
A Sweep is any maneuver that tries to force the target to the ground, not to
harm him but to throw off his combat rythm. It could be the classic hook
the leg and push attack done on playgrounds everyday or more elaborate
leg sweeps used in martial arts. The Sweep takes a simple action to
perform, has a reach of zero and may only be performed as an Attack or
Counter-Attack.

Hold:
A hold is an attempt to grab and subdue a target with the hands. It can be
just plain manhandling or painful but non-damaging joint locks. Every net
success reduces the targets Quickness by one. When Quickness reaches
zero, the target is effectively immobilized for as long as the attacker
continues the hold. Once a success is achieved, the holder receives a -1
modifier to his attacks while the holdee receives a +1. A Hold requires a
simple action to perform, has a reach of zero and may be used with any
combat option. Any part of the body held cannot be used for any combat
options.

Any weapon with a Reach of zero can be used in a simple action. Any
weapon with a Reach of one or greater requires a complex action.
Ex. Van-Damme gets in two quick thrusts a phase with that dinky
little knife he's using. If he picks up a Katana, then he only gets one swipe
per phase.

EXAMPLE
Our buddy Van-Damme is taking down the bad guy. He goes first and
opens with two Attacks, a punch and a head-butt. He rolls skill, plus
combat pool up to his skill for each attack, and does (STR)M Stun for each
shot. Scumbucket defends by Counter-Attacking with a kick, using his skill
plus combat pool up to his skill. He also receives the benefit of plus one
reach. Unfortunately, a kick is a complex action so while he can easily
defend against the punch he can only roll his body against the head-butt.
Scumbucket then does a Full Attack kick, flying through the air towards
Van-Damme's head with all his skill and combat pool. Van-Damme then
Counter-Attacks by picking him out of the air and Throwing him to the
ground. Scumbucket then takes a (STR)L Stun wound and is lying down
on the floor helpless.

THE MARTIAL ARTS

This section is a list of Martial Arts styles and the maneuvers that may use
the Martial Art Style concentration level for that art. The Martial Artist
gains or loses a number of dice for certain maneuvers, depending on its
emphasis in the style.

Aikido Strike -2, Kick -2, Throw, Sweep, Hold +2
Animal Kung Fu Strike +2, Kick, Throw -1, Sweep, Hold -1
Boxing Strike +2, Kick -2, Throw -1, Sweep -1, Hold
Capeoria Strike -1, Kick +2, Throw -2, Sweep +2, Hold -1
Choi Li Fut Strike, Kick, Throw, Sweep, Hold -1
Judo Strike -1, Kick -1, Throw +1, Sweep, Hold
Karate Strike +1, Kick, Throw -1, Sweep, Hold -1
Savate Strike -1, Kick +2, Throw -1, Sweep, Hold -1
Tae Kwon Do Strike +1, Kick +1, Throw -1, Sweep -1, Hold -1
Thai Kick Boxing Strike, Kick +2, Throw -1, Sweep -1, Hold -1
Wrestling Strike -1, Kick -1, Throw +1, Sweep, Hold +1.


Slovotsky's Law #9 revised
Sometimes you can't do anything
about something that sucks-until later.

Further Reading

If you enjoyed reading about SHADOWLORE Melee Combat 3.0, you may also be interested in:

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